该章节主要介绍兵营塔
兵营塔可以产生三个士兵,可以设置士兵集结点,当周围有敌人通过时,士兵会拦下敌人,并与敌人进行搏斗。每隔N秒,会回复士兵血量,可以升级,有更多的兵种。
去其他防御塔相比,兵营塔在建造完毕,即上一章节中的buildingSmokeAnimation执行完毕后创建3个士兵,给士兵设置集结点,由士兵自行走到集结点。
setRallyPoint是重新设置集结点,士兵会停止一切动作,走到新的集结点(runToLocation()方法)。
void BaseBarracksTower::setRallyPoint(Point point)
{
auto rally = point - this->getParent()->getPosition();
Soldiers.at(0)->setLocation(Point(rally.x + 20,rally.y - 20));
Soldiers.at(1)->setLocation(Point(rally.x - 20,rally.y - 20));
Soldiers.at(2)->setLocation(Point(rally.x ,rally.y + 20));
for(int i = 0; i< Soldiers.size()&& Soldiers.at(i)!=NULL && Soldiers.at(i)->getState()!=SoldierStateDeath;i++)
{
if(Soldiers.at(i)->nearestMonster!=NULL && Soldiers.at(i)->nearestMonster->getState()!=stateDeath)
Soldiers.at(i)->nearestMonster->restartWalking();
Soldiers.at(i)->runToLocation(Soldiers.at(i)->getLocation());
}
}
cureSoldiers(float dt)是设置在每隔dt时间,对士兵进行一次治疗,若有死掉的士兵,自动制造一名新的士兵。
void BaseBarracksTower::cureSoldiers(float dt)
{
for(int i = 0;i<Soldiers.size();i++)//遍历士兵
{
auto Soldier = Soldiers.at(i);
if(Soldier->getState() == SoldierStateWait){//若士兵没有处于攻击状态
Soldier->setCurrHp(Soldier->getMaxHp());//回复士兵所有血量
Soldier->setHpPercentage(100);
Soldier->getHpBar()->setPercentage(100);
}
else if(Soldier->getState() == SoldierStateDeath){//若有士兵死亡
if(level <= 3){
SoundManager::playBarrackOpendoor();//播放兵营开门声音以及动画
door->runAction(Animate::create(AnimationCache::getInstance()->getAnimation(String::createWithFormat("level%d_barracks_ope ndoor",getLevel())->getCString())));
auto point = Soldier->getLocation();
Soldier ->removeFromParent();
Soldier = NULL;//将死亡的士兵清除
auto newSoldier = BarrackSoldier::createSoldier(point,level);//创建新的士兵
Soldiers.replace(i,newSoldier);//更新士兵队列
addChild(newSoldier);
}//省略。。。。。
}
}
士兵塔主要工作都放在士兵类当中,士兵塔只负责根据士兵的状态更新士兵
士兵塔的升级界面略有不同,多了一个旗帜用于设置集结点,代码部分在UpdatePanleLayerWithFlag中
auto flaglistener = EventListenerTouchOneByOne::create();
flaglistener->onTouchBegan = [&](Touch* touch, Event* event){
auto target = static_cast<Sprite*>(event->getCurrentTarget());
Point locationInNode = target->convertTouchToNodeSpace(touch);
Size size = target->getContentSize();
Rect rect = Rect(0, 0, size.width, size.height);
if (rect.containsPoint(locationInNode))
{
return true;
}
return false;
};
flaglistener->onTouchEnded = [&](Touch* touch, Event* event){
static_cast<TouchLayer*>(this->getParent())->tower = this->getTower();
static_cast<TouchLayer*>(this->getParent())->setRallyFlagTouchShield();
tower->isUpdateMenuShown = false;
this->removeFromParent();
};
当点击旗帜后,清除升级菜单,通知TouchLayer显示集结点范围,并且创建监听事件
void TouchLayer::setRallyFlagTouchShield()
{
rallyCircle = RallyCircle::create();
rallyCircle->setPosition(tower->getParent()->getPosition());
rallyCircle->setTag(1001);
addChild(rallyCircle);
listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(TouchLayer::onRallyFlagTouchBegan, this);
listener->onTouchEnded = CC_CALLBACK_2(TouchLayer::onRallyFlagTouchEnded, this);
listener->setSwallowTouches(true);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);
}
当点击在范围内,显示集结点旗帜,重设士兵塔的集结点即setRallyPoint方法
bool TouchLayer::onRallyFlagTouchBegan(Touch* touch, Event* event)
{
auto target = static_cast<TouchLayer*>(event->getCurrentTarget());
Point locationInNode = target->convertTouchToNodeSpace(touch);
if(locationInNode.distance(tower->getParent()->getPosition())<160 && locationInNode.distance(tower->getParent()->getPosition())>80){
addRallyFlag(locationInNode);
tower->setRallyPoint(locationInNode);
SoundManager::playRallyPointPlaced();
isFlag = true;
}else{
addWrongPlace(static_cast<TouchLayer*>(event->getCurrentTarget())->convertTouchToNodeSpace(touch));
}
return true;
}